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The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07)
Development and Experiment of a Game Based Learning Program for e-Money Literacy Education
Jhongli, Taiwan
March 26-March 28
ISBN: 0-7695-2801-5
Tadahiro Hata, Saga University
Naoki Ushijima, Saga University
Hiroyuki Hiraga, Fukuyama Jr. and Sr. High School Attached to Hiroshima University
Kenzi Watanabe, Saga University
We have developed a game based learning program for e-money literacy education. We applied "The Game of Life" as an educational material. We have developed an e-money system for the game with RFID tag, and we have had experimental classroom using this system at Jr. and Sr. high school. Students played "The Game of Life" using both paper money and e-money in the classroom. Then students considered about both paper money and e-money, and they answered questionnaire. Results show our game based educational program is effective.
Citation:
Tadahiro Hata, Naoki Ushijima, Hiroyuki Hiraga, Kenzi Watanabe, "Development and Experiment of a Game Based Learning Program for e-Money Literacy Education," digitel, pp.173-175, The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07), 2007
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